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Nation:

Nation name: Anicea

Nation Government Type: Republic/Constitutional Monarchy/Tribal
-The Monarch of Anicea is the recognized head of state by the original orcish tribes and the gnomish clans upon the writing of their unified constitution. The current royal family is of gnomish decent, although some claim its ancestry is not entirely so, and has ruled since the founding of Anicea as a nation. However, despite having a monarch as a head of state, elections do occur within the nation for seats in the senate and parliament (often referred to as the 'council' due to the unified leaders of the gnomish clans that it is descended from), and by law its members can be of any race as long as the individual holds Anicean citizenship - as of current only gnomes and orcs hold seats however. The aristocracy still remain within Anicean society, and the nobility are generally well respected, although the orcish and gnomish aristocracies do differ somewhat: in the gnomish tradition, noble blood is passed down, whereas for the orcs their 'chiefs' largely simply 'become' so due to their actions and endeavours, as well as the respect of their peers.

People of Importance:

Admiral Vagnar ‘Sea-Gazer’ Karguk

Population: 58,000,000

Traits:

Special trait: Control the skies from the sea! Developments in air and naval technologies have enabled gyrocopters and gliders to be launched, commanded and maintained from modified vessels, significantly enhancing the naval power and force projection of Anicea.

National traits:

Bigger is Better

Farmhands

Trade centre

Population Traits:

Industrious

Look at all the Babies! – The island nation of Anicea has recently undergone a baby boom, increasing its already fast growing population. Many thought it was doomed to famine and unrest, but developments in farming and ranching have staved off starvation; however, demand for other necessities has increased, everything from coal to cloth is not nearly produced in enough quantities in the homeland, forcing the Aniceans to become even more dependent on trade.

Academic Traits:

Science Academy – First established by the gnomes of Anicea before the island was even united, it has become a centre of scientific learning, particularly in metallurgy, aeronautics and maritime technologies.

Academy of War – During the foiled invasion of Anicea, the gnomes had learned much in the ways of war from their orcish allies, and had been taught the intricacies of strategy by Fear-Killer. An inspiration, and regarded as many to be the founder of the nation, an Academy of Warfare was founded in Fear-Killer’s name, so as to ensure that the land shall always have able warriors to defend it from any who threaten it.

Military traits:

For King and Country!

Superior Forging

Strategists

Military Units' Traits:

Heavy Infantry – The Heavy Infantry have become the focus of the land military doctrine under Admiral Karguk, trained to hold their own against a foe whilst supported from the sea and air, in addition to their own artillery.

Artillery – Artillery have played a major role the Anicean military, especially since the development of the canon, the range and power of the artillery forces have become all the more frightening.

Arquebussers – The Anicean’s do not field any archers, preferring to utilise Arquebussers and artillery in their place to support the heavy infantry.

Naval Traits:

Iron Navy- the mighty armada created by Moghakh Fear-Killer came to be known as being as hard as iron, an undefeated fleet that patrolled the seas. Over time, its power waned, despite boasting the oldest known ironclads in Kolnur, the Iron Navy gradually became subservient to that of the Alliance. However, with the rapid reform of the military enforced by Admiral Karguk, a fleet of Iron once again takes to the seas en force, ready to once again assume its dominance.
(includes ALL the naval traits)

Necromancy Traits:
-

Divine Magic Traits:
-

Elemental Magic Traits:
-

Illusion Magic Traits:
-

Technology Traits:

This…is…my…BOOMSTICK!

Alchemical Alloys – The Anicean Academy of Science has become famed for it’s development of Alchemical Alloys, although for some of the more advanced metals, such as those that enable the mighty ironclads to float yet retain so much strength, remain a jealously guarded secret.

Cannons – The development of cannons has helped placed the navy at the centre of the Anicean military, allowing vessels to support forces on the land, in addition to securing the sea. Recently, land based cannons have also become standard amongst the artillery.

Gyrocopters

Gliders

-The Gyrocopters and Gliders, primarily designed by the Anicean gnomes, have always aided the Iron Navy in their patrols, although have lacked the range to be offensive in nature. This is before Admiral Karguk’s reformation of the military, and new technological developments including steam powered catapults, to allow the aircraft to be based on certain naval vessels.

Steam Engines

Mechanical Walkers – Although not necessarily a truly recent addition to the army, only now has their use become much more common in order to support the Heavy Infantry on the ground.

Mechanized Warriors – Although the military of Anicea is well equipped and trained, it is not the most numerous. As such, mechanized warriors are utilised to fill the ranks.

Racial Traits:

Orcs – War Chiefs

Gnomes – Take to the skies!

Physical Traits:
-

Mental Traits:

Intelligent

Miscellaneous:

Naptha Grenades

Telescope

Historical Traits

Common Defence

Leave me out of it

Isolationist

Anicea began as two separate people, who banded together against a common foe: a cruel and unforgiving world. The gnomes of the island of Anicea had for many years sought refuge from harm in their isolated homeland, content with the sea as their insurmountable wall. However, it was not long before other kingdoms, their names long forgotten, cast greedy eyes over the defenceless land, and many sought to claim it for their own. The gnomes, helpless as they were at the coming foe, grew desperate and pleaded for aid from any who would listen; the saviors who responded, however, were as unexpected as the invasion itself.

A mighty war chief, Moghakh Fear-Killer, had waged a mighty war, coming to dominate a number of Orcish tribes, instilling terror and fear into his foes, not only due to his ferocity in battle or his countless victories, but his calculating use of tactics, or strategy, to claim tribe after tribe as his own. The war chief declared his offer of assistance to the gnomes with the roar of his warriors charging into battle, Moghakh’s clan had once been the weakest, the smallest of the tribes, trodden upon by their fellow orcs and seen as brutish fiends by other ‘civilized’ nations. Moghakh sought to end the suffering of his people, to end the vicious cycle of war that had consumed the orcish race, and the gnomes agreed to provide what he wished.

The battles were hard fought, but what emerged from the flames of war was a united people rather than an alliance, brothers and sisters who had taught each other and molded each other, and who continue to stand firm together to this day.
Following even that first war, the people of Anicea saw the sea as their defense, and the great Moghakh sought the consent of the council of the gnomes to set in action his great plan: a mighty navy which would patrol the seas, and turn away any who dared to attack.

This doctrine remained the focus of the Anicean military, and as nations and empires grew from the land, trade became established, with the Aniceans finding themselves at the heart of a sea-bound network of markets.
For a time, the Aniceans played an active role in the wider world, however, following the establishment of the Alliance, they withdrew, no longer the undisputed master of the seas, to their own territory, still a major player in international trade, and dependent on the imports to make up for the lack of certain resources on their home islands, but no longer a dominant force.

However, when the Shadow launched it's invasion of the lands, the Grand Alliance marched its armies to war, yet was unprepared for the titanic conflict that had begun. As the shadow rolled across the world, chaos ruled in the absense of central authority as nations rapidly fell; Anicea found itself once more thrust from it's isolation. With it's former trading partners descending into anarchy, the Iron Navy was dispatched across the seas, a desperate attempt to maintain control of the trade routes as what remained of fallen nations' fleets became pirates and bandits. Whilst kingdoms fell and republics broke, the vessels of Iron Navy found itself in command of a monumental evacuation campaign, with even ageing ships having to be pressed into service to haul refugees to the relative safety of Anicea. All the while, Ironclads battled pirates that plagued the overflowing transports, whilst the Alliance navy faced the wrath of the Shadow.

Soon, the massive influx of refugees became apparent in Anicea, as camps sprung up across the nation, yet none could be turned away. The millions that fled substantially increased Anicea's population, which it had already been struggling to maintain; as of the end of the War, Anicea continues to struggle with the growing refugee crisis, although, whether for good or ill, the tide has slowed, many point out that Anicea cannot hope to support all it's new citizens for long. In addition to this, the Iron Navy once more has taken to the high seas, maintaining the trade routes that have become plagued by pirates, yet are so essential to Anicea's survival.

Flaws: (Maximum 4)
Trade Dependent
Technology is life!
Bandits!

MILITARY:

Navy:
Ironclads: 1250*40=50,000
-The Ironclad forms not only the backbone of the Iron Navy, but the centerpiece of the entire modern Anicean military, from which gyrocopters and gliders can be launched and collected.

Schooners: 500*15=7,500
-The Schooner fleet operates primarily as escorts for merchant convoys in peace-time, light patrols, and escorts for Artillery Boats, Longboats and Ironclads.

Artillery Boats: 500*30=15,000
-Although the mighty cannons of the Iron Navy's Ironclads are truely things to be feared, the ferocious barrels of the Artillery Boats can mean certain death for a foe who strays too close to the coast. Unfortunately, these cannons are not as effective against naval targets due to their relative innaccuracy, so Artillery Boats are rarely seen away from Ironclad fleets or at the very least som Schooner or longboat escorts.

Caravels: N/A (can be built but none currentyl in service)
-The Caravel was once as common amongst the Anicean navy as the Schooner is today, but with the development of Longboats, and Ironclads, the Schooner has largely taken up the role of escort.

Canoes: N/A (can be built but none currently in service)
-Canoes, although popular for leisure activities, are no longer officially in military service. However, they remain popular in Anicean legend, with the story of their founding stating that the mighty Fear-Killer commanded such respect amongst his collective tribes, that they built an entire fleet at his behest and set out into the stormy seas without a moments hesitation, despite not yet even knowing their destination.

Longboats:100*20=2000
-Longboats are a fairly recent addition to the Anicean Navy, being looked at by some as a potentialy replacement for the Schooner, they can be found leading packs of the smaller vessels, attached to larger fleets, patrolling on their own, or even acting as troop transports.

Gliders: 5,250*2=10,500
-Gliders were primarily maintained to help the Navy defend Anicea from any sea-borne attacks, and a little known fact was that the early expansion of the land based Anicean aircraft was indeed to combat the growing power of the Alliance. However, since the development of the capability to maintain aircraft at sea, the number of gliders has increased dramatically, both to support land forces, help defend sea-going vessels, and defend the more vulnerable gyrocopters from attack. Unfortunately, the gliders are less effective against ground targets, only getting a few shots from an Arquebuss off each sweep, as such, there have been much interest in the Academy of War for any way to improve their ground-attack capabilities, a challenge which the Academy of Science still tackles.

Gyrocopters: 5,000*3=15,000
-The gyrocopters were originally small in number, inefficient against gliders and naval vessels due to their relative inaccuracy. However, since being able to be maintained at sea, the gyrocopters have been incorporated as almost an 'air-borne' artillery for supporting Anicean forces on the ground.

Army:
Heavy infantry: 50,000
-The backbone of the Anicean ground forces, the Heavy infantry are trained to hold their own against a numerically superior foe and to take advantage of any support or advantage that makes itself available.

Arquebussers: 25,000
-The relatively large contingent of Arquebussers in the Anicean military is to compensate for a lack of Archers and also for a general lack of mobility in their ground forces by giving them a significant ranged capability.

Artillery: 10,000
-The mighty artillery of the Anicean army are proud and rightfully so, they are held highly by the other ground forces, being required to pick up the slack from the Iron Navy as land forces move further inland and out of the range of the vessels' cannons.

Mechanical Walkers: 600*15=9000
-The mighty Mechanical machines of war were first crafted by the gnomes not long after the first attempted invasions, a whole generation grew up angry and insulted at how close they came to being conquered, so threw themselves at military pursuits. Today, advances in other areas of war have only improved the effectiveness of the mighty machines, that are a terrifying sight to behold on the battlefield.

Mechanized warriors: 1200*5=6000
-Although the Anicean military is well trained and well equipped, few are accepted into the army due to the pressure they are placed under. As such, Mechanized warriors help to fill the ranks and are capable of devastating many a foe.

Before I add the army numbers and finalize this, could I just know how much soldiers each boat/ship needs to be crewed, and also how many Mechanized warriors can each type of army (or just how many) take? And also, what are the weaponry that gliders/gyrocopters generally equipped with?

Cheers! :D Looking forward to this! I might change one or two traits based upon crew sizes and also the weapons of Gyrocopters/Gliders! :D
 

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NATION:

Nation Name: Melanthios
Nation Government Type: Tribal oligarchy
People of Importance: Synthaos- Elder of the Gem Seekers clan
Rökkr- Elder of the Star Tyrants clan
Manami- Elder of the Cloud Clown Clan
Arlette- Elder of the Silent Droplets clan
Population:
10,000,000 Overall 6,420,610 Dwarves 3,579,390 Elves
TRAITS:

Special Trait:

National Traits
Homeland Security-What happens in Melanthios stays in Melanthios. It's people have lived all these centuries cut off from the rest of the world just fine. They plan to keep it that way. You can enter their realm but don't presume to leave alive unless it's in a box.
I believe you have underestimated the sneakiness sir- Melanthians living predominantly underground love the shadows. They are born in them, live their lives in them for the most part, and die in them. It only makes sense that they would have a natural affinity for stealth.
Population Traits
Brave-
Loyal-
Academic Traits
Academy of war

Military Traits
For king and country
Fearless
Sneaky Sneaky
Strategists
Longbow
Kill them from a distance

Military Units Traits
Archers
Light Calvary
heavy infantry
Magi

Naval Traits


Necromancy Traits

Speaks with the darkness
Animate Dead
The spirits hear my call
PLague Walker
Negative Energy
Greater necromancy
Divine Magic Traits

Elemental Magic Traits

Lesser earth magic
greater earth magic


Illusion Magic Traits
master of disguise
cloak of invisibility
Technology Traits

Racial Traits
Dwarves- Gems in the rough
Dwarven defenses
Elves-Elven high mages
Master archers
Physical Traits

Mental Traits
Intelligent
Miscellaneous
Counterspelling
Portals
Immortal power
Historical Traits
Isolationist
Leave me out of it
Tribal roots
Flaws:
Everybody has at least one dirty little secret our is just kinda big- Their elders being immortal vampire practitioners of necromancy, capable of raising armies from the dead isn't something they really want to get out.
Bandits-
Cult of love-A cult of hedonists. Pleasure their aim, love their game.
Sea-fearing- Seeing as the people of Melanthios are surrounded by mountains and live mostly underground they tend to be very wary of any body of water that is beyond the size of a lake. Just not something they've experienced before.
MILITARY:

Navy


Army
 

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If there is still space could I also join this RP?
 

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Discussion Starter #45
Sorry for the delay people, internet crashed. But back now and ready to PARTY, in a rolelaying sense.:grin:

But I will probably be unable to participate in both the traditional and conquest RP if I'm accepted :( just would be biting off more than I can chew...

What are the numbers required for crew on each type of ship? And do we have to list how much of each type we have?
Also, what are the chances that I can request my nation be plopped onto an island? :)3)
OK YruO. It's OK if you can only participate in one of the RP's as the same people don't need to be in both.

As for crew members. Canoe we are looking at 2, schooner around 15, Caravels at 10, Longboats at 20, Artillery Boats at 30 and Ironclads at 40. But you can cram double on if you want to have an invasion force. :grin:

And as for being on an island, you never know.

Mechanical warriors count as 5 men and you can have as many as makes sense. You have got to run out of metal eventually.

Gyrocoptors will have cannons while Gliders will likely have an Arquebusser.

And as a warning. When you take 'Look at all the Babies' i am going to keep throwing food problems at you. But the advantage is useful.

Hope that answers everything.


Out of interest, can we gain more trait points throughout or is this it? Though I'm quite happy as it is now :D
I'm going to see how it develops. Likely you will be able to find new technology traits if you already have some and same with magic.


If there is still space could I also join this RP?
Go for it brend


Something i have not made clear and i have seen a few of you doing. You have to spend traits to get military units, so to have Light Infantry you need to spend a trait point unlocking it and so on.


Any other questions I have not answered??
 

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You can have a maximum of 29 traits correct, accounting for racial and flaws?
Or is it a max of 32 with flaws and racial?
 

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And as a warning. When you take 'Look at all the Babies' i am going to keep throwing food problems at you. But the advantage is useful.
Haha looking forward to it! :p

Question to everyone as well, what's the thoughts on the benefits of 'Look at all the Babies'? Best used to double an elite army's size? Or turn overwhelming numbers into the running of the bulls?

Edit: MORE QUESTIONSZ!!! :p What is the crew complement of gliders and of gyrocopters? And also, just double checking, by mechanical warrriors, I meant mechanized warriors, (not meachanical walkers) so they take up more soldiers than they fill in? I just ask because I was planning to use them to 'fill the ranks', although I can use them either way :3

Oh yeah...what's an artillery boat? :D
 

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Discussion Starter #48
You can have a maximum of 29 traits correct, accounting for racial and flaws?
Or is it a max of 32 with flaws and racial?
It is 29 including racial and then 4 more possible through flaws.

Edit: MORE QUESTIONSZ!!! :p What is the crew complement of gliders and of gyrocopters? And also, just double checking, by mechanical warriors, I meant mechanized warriors, (not mechanical walkers) so they take up more soldiers than they fill in? I just ask because I was planning to use them to 'fill the ranks', although I can use them either way :3

Oh yeah...what's an artillery boat? :D
OK, Gyrocopter takes 3 men. Glider takes 2.

And i know 5 seems quite steep but you have to remember, they are 7ft metal men with swords, or guns, so early Terminator :grin:


OK people, i am going to finish reading through the entries and post the accepted characters on the first page and get in contact with those that need a bit of tweaking. But it is by no means too late for new people to join,
 

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im just so tempted to create one but i know i cant
 

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Bane, this is just a heads up but the special trait is something completely made up. Take my vortex, Malochai's dragons and Yruo's Take to the Skies
 

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Discussion Starter #54
Ok people. Four people aceepted so far, those peole being Malochai, Septok, YruO and Santaire.

Unless anyone objects i am going to make a nation so that i can do stuff to move along the game instead of just being the god feature. Anyone mind that??
 

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Should have updated it, let me know if my Maths (UK) / Math (US) is still out. And I've got no objections if you go ahead and create your own Nation, although it might be a good idea to wait a week (at least) to see if anybody else volunteers before going ahead with it.
 

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NATION:

Nation Name: Caelum

Nation Government Type: Democratic Communist Republic (A kind of Communism that works, and isn’t all corrupt and such)

People of Importance: Coming tomoz!

Population: 400,000 ish 100,000 warriors

TRAITS:

Special Trait: A tale of three (flying) cities...; After the shadow, the Nation of Caelum was a desolate northern waste, the survivors turned to the technomancers for salvation, who in turn, looked to the skies. Building three great sky-cities, each capable of holding 100,000 Dwarfs and the slightly shorter Gnomes. The Technomancers enchanted great balloons in the bowls of the cities, to lift them to the skies! The navy was promptly modified along too, and over the last 50 years there are three main fleets each guarding one of the three cities. (Basically my ‘Technomancers’ can maker stuff fly and enchant technology, given enough time...)

National Traits
Homeland Security: Your nation believes it’s best if it keeps it’s own secrets thank you very much, no need for those foreign spies to ever actually succeed in leaving the country…

I Believe you have underestimated the sneakiness sir..: Your nation has an expert spy network set up to protect it from foreign threats, not to mention planting false information…

Trade Centre: Your nation rests at the centre of a major trade road, or simply has resources everyone else wants. Either way, your rolling in the money.
Population Traits
Industrious: Your working population is extremely industrious, they don’t take coffee breaks in their work day, they get stuff done.

Academic Traits
Science Academy: This school of learning is filled with whirring gears and billowing steam, and many unusual inventions. But the main plus side to having this in your nation, is that the people who experiment with technology HERE, are less likely to blow themselves up in the process, or at least to leave notes behind of how they did it.

School of Wizardry: Most wizards learn from an aged master that accepts them as an apprentice, but the downside to this is if that wizard dies prematurely, all his secrets are lost. You won’t let that happen, so you made a school for the collection and collaboration of magic.
Academy of War: This is the centre for all your generals to meet and share combat tactics. Future officers are trained in these halls, and benefit from the knowledge of their superiors.
Military Traits
For King and Country!: Your nation has proud citizenry who yearn for the chance to serve in the military. As such you have a small, well trained, and superiorly equipped army to call upon, however conscripts don’t mesh well with them.
Superior Forging: Your weapons are forged in an extraordinary manner, whether it’s attributed to dwarven craftsmanship, magical imbuements, or technological advances in blast furnaces, your weaponry is a step above the average.

Mithril Armour: Stronger then steel, but light as a cloth shirt, Mithril armour is the best armour an army can have, but it’s rare to come by.

Kill Them From a Distance: Your archers/crossbowmen are excellent shots, and have been heavily drilled to know how to fire in unison, set up barriers to protect them from other units, and at aiming for the weaknesses in the armour of their foes.

Military Units Traits
Arquebussers; Although not technically Arquebusses the Gnome Warrior Caste often wield deadly accurate muskets with incredible range, due in no small part to the work of the technomancers.
Heavy Infantry: The Dwarf Warrior Caste are mighty, 4 foot high warriors. Armed with excessively large battle axes, hammers and broad swords, they march on the enemy, taking hits till they can give ‘em back!

Technomancers (Magi): (Gnome and Dwarf) Used equally as defence for the airships as support for dwarfs, these wizards and witches (hard to tell with dwarfs) fry the approaching enemy using the magical field or their enchanted tech.

Naval Traits
Ship Building: Tier 3 Btw they fly :L (AIRSHIIIIIPS!!!)

Longboats: (Requires three levels in Ship Building) Create fast, sleek boats equally at home on the high seas and in a narrow river.

Ship Artillery: (Requires the Artillery Trait) Allows you to mount catapaults and ballista(Or cannons if you have the trait) on board your ships.

Ironclad: (Requires 3 points in technology) Your boats are sheathed in steel, allowing them to take immense damage before going under.

Necromancy Traits

Divine Magic Traits

Elemental Magic Traits

Illusion Magic Traits
Master of disguise: Your magic allows you to alter your appearance, convincing those around you that you belong to a different race, or sex, then you really do.

Cloak of Invisibility: You are able to extend a blanket of illusion over a fair sized area and grant yourself and others the illusion of not being there.


Technology Traits

Cannons: You have decided that if you can make a small metal ball be fired at someone, why not go with a large one? You have cannons with which to pulverize your foes!
Mechanical Walkers: (Requires 4 other Technology traits, one of which must be steam engine) Large metal frameworks within which warriors can mount weaponry, these machines are deadly powerful and hard to destroy. They require a large crew to keep working, and must have at least 6 legs(So no personal warrior mechs)

Racial Traits
Dwarves:

Stone Fortitude: Your people are stalwart warriors, and have long lived in harsh environments. They can take hits that would kill lesser men and keep on trucking. Poison has very little effect on your people.

Gnomes;
Need More Boom: Your guns and cannons pack a bigger punch then others can manage. This is due in part at least to your aptitude for experimenting with things and blowing up your workshop in the course of your studies.
To the Skies!: You are naturally inclined to take to the skies, as such your Gyrocoptors are more potent then other nations, better armor, bigger guns, just better.

Physical Traits



Mental Traits

Intelligent: Your people are just in general smarter then others. Problem solving comes naturally to them and they are better able to bend their efforts to intellectual and willpower oriented endeavours.
Miscellaneous

Telescope: A small tube of bronze with glass inside, nothing special right? WRONG! This lil device let’s you see long distances.

Naptha Grenades: (Requires 2 Technology Traits) Small jars filled with naptha and metal shards, these basic grenades have a fuse that must be lit before they are thrown, but when they land they certainly do cause some devestation.

Historical Traits
Shattered by the Shadow: Your nation was utterly demolished by the Shadows attack, and took to the skies for safety.
Founding Member: Your Nation was one of the Super Powers that formed the Great Alliance. Though your power and influence is now diminished, you were once viewed as one of the mightiest nations in the world.
Republic: A nation by the people for the people, that is the dream your founding fathers had, and that is what your nation has fulfilled since then

MILITARY:

AirNavy
Ironclads; 300=80 Gnomes/Dwarfs 10 of which are technomancer engineers. 12,000
Longships; 300=20 Gnomes and Dwarfs, 40 for an invasion force, these ships are used as dropships.
Schooners; 600= 15 Gnomes and Dwarfs, used as either military support ships or cargo/civilian transport.
Gyrocopters; 9000=3 Gnomes or dwarfs, used as Skycity police + guard fighters and to give ground troops air support.

Army
16000 Technomancers
10000 Musketeer Gnomes
20000 Heavy infantry Dwarfs
 

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If you don't mind the presence of an utter noob in terms of conquest RPs Romero, I may try to write up a sheet in the next few days.
 
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